Did better than me, I found seven and struggled for the other two. One thing that was annoying though was when you died there was no way of tracking if it had saved you finding the most recent patch.
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Metal Gear Solid V Ground Zeroes review
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Originally posted by DavidH View PostDid better than me, I found seven and struggled for the other two. One thing that was annoying though was when you died there was no way of tracking if it had saved you finding the most recent patch..
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Originally posted by djtickle View Post92% on this now, with just challenges left. 950/1000 gs, pretty miffed that the hidden achievement won't unlock for me even though I have done it many times.
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I really enjoyed the main mission, thought it was great. Clocked it in an hour or so.
However after trying the first side mission and the terrible checkpoints having to find the two guys it was one of the most annoying missions I have ever done and I don't have time for restart after restart... after restart or back to a checkpoint that may as well be a restart so selling it on. I'll get the main game when it comes out as hopefully any checkpoint issues won't exist then. I apparently could also be seen behind huge boxes?
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I found this pic on Twitter.
Is this for real? Do corpses all fall into precisely the same pre-defined skeletal framework? There's no procedurally generated ragdoll physics? Why do both the yellow guys have a leg bent in the same way? The green guys too.
Super lame. This is next-gen? More like text-hen, amirite?
I had the same problem with MGS4. I threw a napalm grenade, igniting two soldiers, they both fell to the floor and rolled around using precisely the same death animation.
I was hoping they'd code some kind of semi-random limb moving based on physics.
Don't even get me started on the fact the texture artists started re-using license plates in the Europe level. I actually spent an hour wandering around makings notes of every plate. I got about halfway and was excited to see only unique plates, and then BAM! A repeated texture. I wonder what a game dev studio would look like under my command? Probably a depressingly oppressive dictatorship where everyone is forced to obsess about asinine trivialities.Last edited by Sketcz; 03-04-2014, 07:17.
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Originally posted by Sketcz View PostI got about halfway and was excited to see only unique plates, and then BAM! A repeated texture. I wonder what a game dev studio would look like under my command? Probably a depressingly oppressive dictatorship where everyone is forced to obsess about asinine trivialities.Last edited by Lebowski; 03-04-2014, 09:31.
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Well, it's a small level, so more like 10 minutes. I saw videos where he spoke about the moustache having loads of polygons, so I thought: OK, what about number plates. I did actually look at each of them until I found one that repeated. I like to do weird things like that in games - I especially like it when I'm able to break a game by doing something I should not.
Number plate textures are easy to do. One guy, one afternoon, BAM. A hundred textures. Unless it was a finite memory problem - in that the game could not load all the needed textures, so they had to re-use some.
If a game is weird to begin with, then I become especially fond of it. Deadly Premonition is a strong favourite. A lot of people complained about the low-polygon trees, but they missed the bigger picture. The draw distance was extremely impressive, as was the vast scale of that town.Last edited by Sketcz; 03-04-2014, 08:06.
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They do have ragdoll. What's happened there is that he's found a flat piece of ground to line them up on. Big Boss places corpses he's carrying down with a very specific anim that drops them close to the ground so they don't have much room to flail about.
You never notice this when you are playing.
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